



Exciting times ahead.
This week I started my post-grad work at Abertay University in Dundee Scotland, and we're well into designing and starting work on our initial 3 month projects. I'm here to do an MProf, Masters of Professional Practice, in Games Development, which essentially means a much more pragmatic, industry focused approach rather than the academic leaning of a typical MSc. We work as teams of students from different backgrounds such as programming, art, animation, producing and sound production, on three projects of increasing complexity, and team size until September next year, although we also take optional modules to support our core disciplines, research and further our learning. The idea is that we will work through the full life cycle of a game three times over in one year, and in differing contexts and amount of freedom, a pace much quicker than the typical two years it might take to see a AAA release through development.
This is a course that emphasizes responsiblity and professionalism over simply making great games, although that also helps! It's certainly a very daunting undertaking, expectations are set very high, but also a fantastic opportunity of which I'm going to make the most of in every way. It's simply exciting to be surrounded by so many enthusiastic, talented people. Expect lots more updates about my activities in Dundee over the next year including my first game 'The Lost' by 'Macabre Mansions', and possibly a small bit on the abandoned ideas that have already been eliminated! I'm still slightly reticent about my role as a "Programmer" as it isn't how I see myself, although it's understandable when that is what is written on the piece of paper from my graduation. However, the proof is in the pudding as they say and I hope our first game, of which I'm designing and driving the vision of, will bear a positive reflection on me. In the meantime here's a snap from today of the far half of our dedicated MProf area, note the students beavering away:
As regards Beat Box Story, I'm still chipping away although with everything happening in the past few weeks it has certainly slowed. The 22 levels have been designed and created including another seven since last time, which frankly far outshine the older levels, and have a lot of very fresh mechanics and twists. I'm going to have to another pass at the older levels and update them in small ways and also with a couple more possible extra life positions per level. However, along with finishing all the loose the ends, the main thing to be done now is a complete rewrite of the visual aesthetic of the main game screen, not to mention finishing the story beats and my idea for the super brief, relief-giving cutscenes. Here's a picture of the penultimate level, with more than a slight space invaders feel. Soon it will hopefully be a bit prettier and soon, maybe before the end of the month, I'll be thinking about releasing it into the wild.
I've also added a page for 'Even Bytes Forget' my final year project, which skims over a lot of pertinent details to the actual prototype created but tries to give a sense of the background and shape of the game. It also links to my actual development blog for the more curious, and those seeking some harder facts. I hope to make a few nice changes to the site in the next few weeks too and update more regular about interesting independent games.
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